Feature Spotlight #3 - The Knowledge System
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@vengu said in Feature Spotlight #3 - The Knowledge System:
(...)We know it's possible to change attributes a few times after character creation to give players a chance to correct their build in case they gimped themselves(...)
We know that? Did I miss something?
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@logain said in Feature Spotlight #3 - The Knowledge System:
@vengu said in Feature Spotlight #3 - The Knowledge System:
(...)We know it's possible to change attributes a few times after character creation to give players a chance to correct their build in case they gimped themselves(...)
We know that? Did I miss something?
Yep, you did. Altough, it had a big spelling error in my compilation thread so people probably missed it.
https://forum.fracturedmmo.com/topic/222/the-knowledge-system-and-cookie-cutter-builds/4
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@vengu said in Feature Spotlight #3 - The Knowledge System:
(...) my compilation thread(...)
Ah, damn, thanks. But now I'm slightly puzzled as to prometheus comment on the build choice being persistent and the claim that choice matters?
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@logain said in Feature Spotlight #3 - The Knowledge System:
@vengu said in Feature Spotlight #3 - The Knowledge System:
(...) my compilation thread(...)
Ah, damn, thanks. But now I'm slightly puzzled as to prometheus comment on the build choice being persistent and the claim that choice matters?
Builds aren't permanent, only attributes seem somewhat permanent. Attributes will affect the effectiveness of the various builds you can make though. Magic builds aren't very viable with low intelligence.
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yeeees, a new spotlight!!!!
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@holyavengerone said in Feature Spotlight #3 - The Knowledge System:
Why not choose to allow a character to migrate slowly their stats or attributes or skills towards what they're using? In your example of the occasional wizard with low intelligence, if he sets his attributes to migrate and keeps using his spells (intelligence based abilities), he could overtime increase in intelligence and decrease in, say, something else he had chosen to favor at first.
That approach comes straight from Ultima Online and, although we like it, from our experience we know it's very easily misunderstood by players. We'll likely go for something more straightforward - although, as I've mentioned elsewhere, the whole "change your attributes past character creation" topic is not set in stone in our current design iteration :slight_smile: (by that I mean: we'll let it happen but it will be severely restricted - totally different from talents and abilities - and haven't come to a decision on what this way will be yet).
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@prometheus said in Feature Spotlight #3 - The Knowledge System:
(...)but it will be severely restricted(...)
Restricted by amount, or by 'time into the game'?
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The fact that you can keep getting skills is amazing and I just cant wait!
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@prometheus Yea its kind of complicated!
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@prometheus said in Feature Spotlight #3 - The Knowledge System:
@holyavengerone said in Feature Spotlight #3 - The Knowledge System:
Why not choose to allow a character to migrate slowly their stats or attributes or skills towards what they're using? In your example of the occasional wizard with low intelligence, if he sets his attributes to migrate and keeps using his spells (intelligence based abilities), he could overtime increase in intelligence and decrease in, say, something else he had chosen to favor at first.
That approach comes straight from Ultima Online and, although we like it, from our experience we know it's very easily misunderstood by players. We'll likely go for something more straightforward - although, as I've mentioned elsewhere, the whole "change your attributes past character creation" topic is not set in stone in our current design iteration :slight_smile: (by that I mean: we'll let it happen but it will be severely restricted - totally different from talents and abilities - and haven't come to a decision on what this way will be yet).
OH GOD! So mysterious!!!
Lol Thanks for the answer
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@prometheus said in Feature Spotlight #3 - The Knowledge System:
@holyavengerone said in Feature Spotlight #3 - The Knowledge System:
Why not choose to allow a character to migrate slowly their stats or attributes or skills towards what they're using? In your example of the occasional wizard with low intelligence, if he sets his attributes to migrate and keeps using his spells (intelligence based abilities), he could overtime increase in intelligence and decrease in, say, something else he had chosen to favor at first.
That approach comes straight from Ultima Online and, although we like it, from our experience we know it's very easily misunderstood by players. We'll likely go for something more straightforward - although, as I've mentioned elsewhere, the whole "change your attributes past character creation" topic is not set in stone in our current design iteration :slight_smile: (by that I mean: we'll let it happen but it will be severely restricted - totally different from talents and abilities - and haven't come to a decision on what this way will be yet).
Making such respecs cost knowledge points seems like the most logical solution to me, which leads me to another question: How many knowledge points can be obtained? Unlimited? Or does it stop once you have unlocked the whole map, the entire bestiary, all relics, etc.
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@vengu said in Feature Spotlight #3 - The Knowledge System:
Making such respecs cost knowledge points seems like the most logical solution to me, which leads me to another question: How many knowledge points can be obtained? Unlimited? Or does it stop once you have unlocked the whole map, the entire bestiary, all relics, etc.
Attribute respecs definitely won't cost KP eheh.
KP from exploration and bestiary discoveries are limited (with obvious jumps when we add new areas / creatures), but those from item identification and relics aren't! So in the end they are unlimited, but the bulk comes from exploration and discoveries. :slight_smile:
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Sounds great!
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@prometheus said in Feature Spotlight #3 - The Knowledge System:
@vengu said in Feature Spotlight #3 - The Knowledge System:
Making such respecs cost knowledge points seems like the most logical solution to me, which leads me to another question: How many knowledge points can be obtained? Unlimited? Or does it stop once you have unlocked the whole map, the entire bestiary, all relics, etc.
Attribute respecs definitely won't cost KP eheh.
KP from exploration and bestiary discoveries are limited (with obvious jumps when we add new areas / creatures), but those from item identification and relics aren't! So in the end they are unlimited, but the bulk comes from exploration and discoveries. :slight_smile:
Thanks.
Have you / will you guys be considering to have the respecs require significant in-game work to accomplish as opposed as to just costing in terms of (insert whatever currency here)?
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@holyavengerone said in Feature Spotlight #3 - The Knowledge System:
Have you / will you guys be considering to have the respecs require significant in-game work to accomplish as opposed as to just costing in terms of (insert whatever currency here)?
Yes, we did - but as I've said, it's too early to ask now - we'll make it public when we've reached a conclusion :slight_smile:
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@prometheus said in Feature Spotlight #3 - The Knowledge System:
@holyavengerone said in Feature Spotlight #3 - The Knowledge System:
Have you / will you guys be considering to have the respecs require significant in-game work to accomplish as opposed as to just costing in terms of (insert whatever currency here)?
Yes, we did - but as I've said, it's too early to ask now - we'll make it public when we've reached a conclusion :slight_smile:
Ahhh, so we could sway you?
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Im so excited to learn about how the skills are classified
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A little little gift (3 sec) of in game actions will be appreciate to upper\lower the hype at this point
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oh yeah looking forward
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@00 I doubt the game is ready at this stage even if its 3 sec...